{"id":741793,"date":"2025-11-23T17:31:30","date_gmt":"2025-11-23T17:31:30","guid":{"rendered":"https:\/\/www.eurogamer.net\/digitalfoundry-2024-temporal-anti-aliasing-a-blessing-or-a-curse?utm_source=feed&#038;utm_medium=rss&#038;utm_campaign=feed"},"modified":"2025-11-23T17:31:30","modified_gmt":"2025-11-23T17:31:30","slug":"temporal-anti-aliasing-a-blessing-or-a-curse","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/temporal-anti-aliasing-a-blessing-or-a-curse\/","title":{"rendered":"Temporal anti-aliasing: a blessing or a curse?"},"content":{"rendered":"<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/02\/temporal-anti-aliasing-a-blessing-or-a-curse.jpg\" \/> <\/p>\n<p>\nFor good or bad, temporal anti-aliasing &#8211; or TAA &#8211; has become a defining element of image quality in today&#8217;s games, but is it a blessing, a curse, or both? Whichever way you slice it, it&#8217;s here to stay, so what is it, why do so many games use it and what&#8217;s with all the blur? At one point, TAA did not exist at all, so what methods of anti-aliasing were used and why aren&#8217;t they used any more?\n<\/p>\n<p>\nFor around a full decade, from the late 90s until circa 2010, the best anti-aliasing you could get was SSAA &#8211; super-sample anti-aliasing. The principles are remarkably straightforward. To remove the jaggies, you deployed GPU resources to render the image at a much higher resolution, then downscaled. 8x SSAA on a 1080p screen effectively rendered internally at 8K (!), while 4x SSAA downscaled from 4K instead. It&#8217;s the brute force method, delivering a stable image with little sub-pixel break-up and pristine edges. When the PS4 Pro and Xbox One X arrived, Sony and Microsoft didn&#8217;t just sell gamers on the 4K dream, but also on the image quality benefits from SSAA by rendering at a higher resolution and then downscaling. <\/p>\n<p>\nHowever, the brute force approach means that a tremendous amount of GPU resources are required. Using Crysis 3 on an RTX 3070, native 1080p runs at nearly 200 frames per second without it being CPU-limited. However, 4x SSAA takes that down to 70fps, reducing to just 19fps at 8x SSAA. <\/p>\n<p><a href=\"https:\/\/www.eurogamer.net\/digitalfoundry-2024-temporal-anti-aliasing-a-blessing-or-a-curse?utm_source=feed&#038;utm_medium=rss&#038;utm_campaign=feed\">Read more<\/a><\/p>\n<p><a href=\"https:\/\/www.eurogamer.net\/digitalfoundry-2024-temporal-anti-aliasing-a-blessing-or-a-curse?utm_source=feed&#038;utm_medium=rss&#038;utm_campaign=feed\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>For good or bad, temporal anti-aliasing &#8211; or TAA &#8211; has become a defining element of image quality in today&#8217;s games, but is it a blessing, a curse, or both? Whichever way you slice it, it&#8217;s here to stay, so what is it, why do so many games use it and what&#8217;s with all the blur? At one point, TAA did not exist at all, so what methods of anti-aliasing were used and why aren&#8217;t they used any more? For around a full decade, from the late 90s until circa 2010, the best anti-aliasing you could get was SSAA &#8211; super-sample anti-aliasing. The principles are remarkably straightforward. To remove the jaggies, you deployed GPU resources to render the image at a much higher resolution, then&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/temporal-anti-aliasing-a-blessing-or-a-curse\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":741794,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[230],"tags":[1572],"class_list":["post-741793","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-eurogamer","tag-digital-foundry"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Temporal anti-aliasing: a blessing or a curse? | Arcader News<\/title>\n<meta name=\"description\" content=\"For good or bad, temporal anti-aliasing - or TAA - has become a defining element of image quality in today&#039;s games, but is it a blessing, a curse, or\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/temporal-anti-aliasing-a-blessing-or-a-curse\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Temporal anti-aliasing: a blessing or a curse? 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